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Introduction and Theoretical Foundations of New Media Design issues and processes
Contents Design Interaction design  Experience design Design strategy Development lifecycles Systems development lifecycle Agile lifecycle Methods and techniques David Lamas, TLU, 2011 2
Design David Lamas, TLU, 2011 3
Design	 From google Noun A plan or drawing produced to show the look and function or workings of a building, garment, or other object before it is built or made Verb Decide upon the look and functioning of (a building, garment, or other object), typically by making a detailed drawing of it David Lamas, TLU, 2011
Design Design is a creative activity whose aim is to establish the mufti-faceted qualities of Objects Processes Services, and their Systems in whole life cycles Design is also
 the central factor of innovative humanization of technologies; and the crucial factor of cultural and economic exchange David Lamas, TLU, 2011 5
Design The rational model states that Designers attempt to optimize a design candidate for known constraints and objectives The design process is plan-driven The design process is understood in terms of a discrete sequence of stages David Lamas, TLU, 2011 6
Design The action-centered model Designers use creativity and emotion to generate design candidates The design process is improvised No universal sequence of stages is apparent Analysis, design and implementation are contemporary and inextricably linked David Lamas, TLU, 2011 7
Interaction design David Lamas, TLU, 2011 8
Interaction design According to Allan Cooper
 Interaction design is the practice of designing interactive digital products, environments, systems, and services Further, interaction design is heavily focused on satisfying the needs and desires of the people who will use the product It is, however, about behavior and not so much focused on form or appearance And behavior is much harder to observe and understand than appearance David Lamas, TLU, 2011 9
Interaction design Dan Saffer identifies three ways of looking at interaction design These are views centered in Technology Behavior Society David Lamas, TLU, 2011 10
The technology centered view  Interaction designers make technology, particularly digital technology, useful and pleasurable to use This is why the rise of software and the Internet was also de rise of the field if interaction design Interaction designers take the raw stuff produced by engineers and programmers and mold it into products that people enjoy using David Lamas, TLU, 2011 11
The behaviorist view According to Jodi Forlizzi and Robert Reimann
 Interaction design is about defining the behavior of artifacts, environments and systems This view obviously focus on functionality and feedback being concerned on how products behave and provide feedback based on what the people engaged with them are doing  David Lamas, TLU, 2011 12
The social interaction view Interaction design is inherently social, revolving around facilitating communication between humans through products Technology is nearly irrelevant in this view Any kind of object or device can make a connection between people and these connections can take many forms They can be one-to-one, as with a telephone call They can be one-to many, as with a blog They can be many-to-many, as in the stock market David Lamas, TLU, 2011 13
Interaction design Although these are distinct conceptualizations of what interaction design is, the common ground is that
 
they all perceive interaction design as an applied art that solves specific problems, under a particular set of circumstances, using the available materials However, generalizations have been made and true rules have emerged that defy the applied art claim David Lamas, TLU, 2011 14
Interaction design Common to all conceptualizations of interaction design are the four approaches to address it User centered design Activity centered design Systems design Genius design All have been used to create successful products And it is typically up designers to select the approach that better addresses the problem at hand David Lamas, TLU, 2011 15
Interaction design David Lamas, TLU, 2011 16
Interaction design Again, common assertions apply These approaches can be used in many different situations to create distinct products and services Most problematic situations can be improved by deploying at least one of these approaches The best designers are those who can move between approaches, applying the best approach to the problem at hand An individual designer will probably gravitate toward one specific approach in detriment of others Designers will generally work with the approaches they feel most comfortable however, some other approach might be the best way to address a given problem so interaction designers should know all four   David Lamas, TLU, 2011 17
Experience design David Lamas, TLU, 2011
Experience design But what is this experience or user experience? Different people understand it in very different ways A group of user experience experts has been working on a white paper, which is an important step towards a common understanding of the concept of user experience however, a number a distinct definitions still coexist, which indicate that this is not yet a mature concept David Lamas, TLU, 2011 19 Available in our shared dropbox
But what is this experience or user experience? The term user experience is often used as a synonym for
 usability user interface interaction experience interaction design customer experience web site appeal emotion wow effect general experience 
or as an umbrella term incorporating all or many of these concepts David Lamas, TLU, 2011 20
Experience design Some definitions
 All the aspects of how people use an interactive product: the way it feels in their hands, how well they understand how it works, how they feel about it while they’re using it, how well it serves their purposes, and how well it fits into the entire context in which they are using it. http://delivery.acm.org/10.1145/240000/235010/p11-alben.pdf?key1=235010&key2=2405233021&coll=GUIDE&dl=GUIDE&CFID=16757653&CFTOKEN=13134697 David Lamas, TLU, 2011 21
Experience design Some definitions
 All aspects of the end-user’s interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company’s offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design. http://www.nngroup.com/about/userexperience.html David Lamas, TLU, 2011 22
Experience design Some definitions
 A consequence of a user’s internal state (predispositions, expectations, needs, motivation, mood, etc.), the characteristics of the designed system (e.g. complexity, purpose, usability, functionality, etc.) and the context (or the environment) within which the interaction occurs (e.g. organisational/social setting, meaningfulness of the activity, voluntariness of use, etc.) http://www.uni-landau.de/hassenzahl/pdfs/hassenzahl_LR_91-98.pdf David Lamas, TLU, 2011 23
Experience design So, how can we address experience design? Marc Hassenzahldistinguishes three different levels, when designing an experience through the interaction with an object
 The Why level The What level; and The How level Marc Hassenzhal is also one the co-authors of the definition of user experience presented in the previous slide David Lamas, TLU, 2011 24
The why level David Lamas, TLU, 2011 25
The what level The What addresses the things people can do through an interactive product, such as
 making a telephone call buying a book listening to a song It is reflected by a products' functionality The What is often intimately tied to the technology itself or a certain product genre.  David Lamas, TLU, 2011 26
The how level The How level addresses acting through an object on an operational, sensory-motor level Buttons pressed Knobs turned Menus navigated Touch screens stroked Remotes waggled The How is tied to the actual object to be designed and its context of use It is the typical realm of the interaction designer
 to make given functionality accessible in an aesthetically pleasing way. David Lamas, TLU, 2011 27
(back to) The why level The Why aims to clarify the needs and emotions involved in an activity, the meaning, the experience Only then, it determines
 the functionality that is able to provide the experience (the What); and an appropriate way of putting the functionality to action (the How) David Lamas, TLU, 2011 28
From the Why to the What and the How David Lamas, TLU, 2011 29 http://www.interaction-design.org/encyclopedia/user_experience_and_experience_design.html
Design strategy David Lamas, TLU, 2011
Design strategy Design strategy is the product and project planning that takes place at the beginning of a design process It is a combination of
 defining a vision for the end state of a project, and determining the tactics needed to execute that vision It is composed of: Framing the problem (or opportunity) to be addressed Determining key differentiators for the product to be design Visualizing and selling the strategy to the organization Creating a product roadmap and a project plan to achieve its goals David Lamas, TLU, 2011 31
Design strategy Although design strategies are usually driven by business strategies The reverse can also happen After the success of the iPod, Apple Computer became just Apple when as it realized that its future was also in consumer electronics David Lamas, TLU, 2011 32
Design strategy As it happens with design in general, a design strategy is usually achieve through a series of divergent and convergent steps, involving
 Research Observations Analysis And also
 Ideation Principles Refinement David Lamas, TLU, 2011 33 http://www.uxbooth.com/blog/concerning-fidelity-and-design/
Design strategy	 But what is it exactly? Instead of letting a wish like “let’s design this new widget” drive a design process, making a design strategy explicit, allows questions like
 What should we be designing hat will meet our organization’s needs and the needs of our customers? How should that solution be manifest? As a widget or something else? 
determine how the design process should be driven David Lamas, TLU, 2011 34
Common development lifecycles David Lamas, TLU, 2011
Common development lifecycles  A development lifecycle is a project management framework Current development lifecycles are the result of accumulated experience and best practices but should not, nevertheless, be dogmatically adopted Although not sole relevant project management frameworks, these two approaches are the predominant development lifecycles System development lifecycle, and Agile lifecycle David Lamas, TLU, 2011 36
System development lifecycle This is a framework used to describe the process for building information systems It is intended to develop information systems in a very deliberate Structured, and methodical way David Lamas, TLU, 2011 37
System development lifecycle David Lamas, TLU, 2011 38 http://www.justice.gov/jmd/irm/lifecycle/ch1.htm
Agile development Agile development is based on an iterative and incremental approach Requirements and solutions evolve throughout the project by means of collaboration between self-organizing, cross-functional teams  David Lamas, TLU, 2011 39 http://agilemanifesto.org/
Agile development David Lamas, TLU, 2011 40 http://www.agilemodeling.com/
Agile development David Lamas, TLU, 2011 41 http://www.agilemodeling.com/
Agile development David Lamas, TLU, 2011 42 http://www.agilemodeling.com/
Methods and techniques David Lamas, TLU, 2011
Methods and techniques To finalize, we will just go over some of methods and techniques used when designing for new media These include
 Personas Scenarios Card sorting Prototyping Paper prototyping, wireframe prototyping, etc
 And many others
 David Lamas, TLU, 2011 44
Personas A personais an artifact that consists of a narrative relating to a desired user or customer's daily behavior patterns
 using specific details, not generalities David Lamas, TLU, 2011 45
Personas David Lamas, TLU, 2011 46
Scenarios David Lamas, TLU, 2011 47
Card sorting David Lamas, TLU, 2011 48
Card sorting David Lamas, TLU, 2011 49
Paper prototyping David Lamas, TLU, 2011 50
Wireframe prototyping David Lamas, TLU, 2011 51
And many others
 Methods for concept ideas Co-discovery Contextual Laddering Experiential Contextual Inquiry Methods for early prototypes Group-based expert walkthrough Immersion Perspective-Based Inspection Expert evaluation David Lamas, TLU, 2011 52
Design issues and processes recap Design Interaction design  Experience design Design strategy Development lifecycles Systems development lifecycle Agile lifecycle Methods and techniques David Lamas, TLU, 2011 53

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Design issues and processes

  • 1. Introduction and Theoretical Foundations of New Media Design issues and processes
  • 2. Contents Design Interaction design Experience design Design strategy Development lifecycles Systems development lifecycle Agile lifecycle Methods and techniques David Lamas, TLU, 2011 2
  • 3. Design David Lamas, TLU, 2011 3
  • 4. Design From google Noun A plan or drawing produced to show the look and function or workings of a building, garment, or other object before it is built or made Verb Decide upon the look and functioning of (a building, garment, or other object), typically by making a detailed drawing of it David Lamas, TLU, 2011
  • 5. Design Design is a creative activity whose aim is to establish the mufti-faceted qualities of Objects Processes Services, and their Systems in whole life cycles Design is also
 the central factor of innovative humanization of technologies; and the crucial factor of cultural and economic exchange David Lamas, TLU, 2011 5
  • 6. Design The rational model states that Designers attempt to optimize a design candidate for known constraints and objectives The design process is plan-driven The design process is understood in terms of a discrete sequence of stages David Lamas, TLU, 2011 6
  • 7. Design The action-centered model Designers use creativity and emotion to generate design candidates The design process is improvised No universal sequence of stages is apparent Analysis, design and implementation are contemporary and inextricably linked David Lamas, TLU, 2011 7
  • 8. Interaction design David Lamas, TLU, 2011 8
  • 9. Interaction design According to Allan Cooper
 Interaction design is the practice of designing interactive digital products, environments, systems, and services Further, interaction design is heavily focused on satisfying the needs and desires of the people who will use the product It is, however, about behavior and not so much focused on form or appearance And behavior is much harder to observe and understand than appearance David Lamas, TLU, 2011 9
  • 10. Interaction design Dan Saffer identifies three ways of looking at interaction design These are views centered in Technology Behavior Society David Lamas, TLU, 2011 10
  • 11. The technology centered view Interaction designers make technology, particularly digital technology, useful and pleasurable to use This is why the rise of software and the Internet was also de rise of the field if interaction design Interaction designers take the raw stuff produced by engineers and programmers and mold it into products that people enjoy using David Lamas, TLU, 2011 11
  • 12. The behaviorist view According to Jodi Forlizzi and Robert Reimann
 Interaction design is about defining the behavior of artifacts, environments and systems This view obviously focus on functionality and feedback being concerned on how products behave and provide feedback based on what the people engaged with them are doing David Lamas, TLU, 2011 12
  • 13. The social interaction view Interaction design is inherently social, revolving around facilitating communication between humans through products Technology is nearly irrelevant in this view Any kind of object or device can make a connection between people and these connections can take many forms They can be one-to-one, as with a telephone call They can be one-to many, as with a blog They can be many-to-many, as in the stock market David Lamas, TLU, 2011 13
  • 14. Interaction design Although these are distinct conceptualizations of what interaction design is, the common ground is that
 
they all perceive interaction design as an applied art that solves specific problems, under a particular set of circumstances, using the available materials However, generalizations have been made and true rules have emerged that defy the applied art claim David Lamas, TLU, 2011 14
  • 15. Interaction design Common to all conceptualizations of interaction design are the four approaches to address it User centered design Activity centered design Systems design Genius design All have been used to create successful products And it is typically up designers to select the approach that better addresses the problem at hand David Lamas, TLU, 2011 15
  • 16. Interaction design David Lamas, TLU, 2011 16
  • 17. Interaction design Again, common assertions apply These approaches can be used in many different situations to create distinct products and services Most problematic situations can be improved by deploying at least one of these approaches The best designers are those who can move between approaches, applying the best approach to the problem at hand An individual designer will probably gravitate toward one specific approach in detriment of others Designers will generally work with the approaches they feel most comfortable however, some other approach might be the best way to address a given problem so interaction designers should know all four David Lamas, TLU, 2011 17
  • 18. Experience design David Lamas, TLU, 2011
  • 19. Experience design But what is this experience or user experience? Different people understand it in very different ways A group of user experience experts has been working on a white paper, which is an important step towards a common understanding of the concept of user experience however, a number a distinct definitions still coexist, which indicate that this is not yet a mature concept David Lamas, TLU, 2011 19 Available in our shared dropbox
  • 20. But what is this experience or user experience? The term user experience is often used as a synonym for
 usability user interface interaction experience interaction design customer experience web site appeal emotion wow effect general experience 
or as an umbrella term incorporating all or many of these concepts David Lamas, TLU, 2011 20
  • 21. Experience design Some definitions
 All the aspects of how people use an interactive product: the way it feels in their hands, how well they understand how it works, how they feel about it while they’re using it, how well it serves their purposes, and how well it fits into the entire context in which they are using it. http://delivery.acm.org/10.1145/240000/235010/p11-alben.pdf?key1=235010&key2=2405233021&coll=GUIDE&dl=GUIDE&CFID=16757653&CFTOKEN=13134697 David Lamas, TLU, 2011 21
  • 22. Experience design Some definitions
 All aspects of the end-user’s interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far beyond giving customers what they say they want, or providing checklist features. In order to achieve high-quality user experience in a company’s offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design. http://www.nngroup.com/about/userexperience.html David Lamas, TLU, 2011 22
  • 23. Experience design Some definitions
 A consequence of a user’s internal state (predispositions, expectations, needs, motivation, mood, etc.), the characteristics of the designed system (e.g. complexity, purpose, usability, functionality, etc.) and the context (or the environment) within which the interaction occurs (e.g. organisational/social setting, meaningfulness of the activity, voluntariness of use, etc.) http://www.uni-landau.de/hassenzahl/pdfs/hassenzahl_LR_91-98.pdf David Lamas, TLU, 2011 23
  • 24. Experience design So, how can we address experience design? Marc Hassenzahldistinguishes three different levels, when designing an experience through the interaction with an object
 The Why level The What level; and The How level Marc Hassenzhal is also one the co-authors of the definition of user experience presented in the previous slide David Lamas, TLU, 2011 24
  • 25. The why level David Lamas, TLU, 2011 25
  • 26. The what level The What addresses the things people can do through an interactive product, such as
 making a telephone call buying a book listening to a song It is reflected by a products' functionality The What is often intimately tied to the technology itself or a certain product genre. David Lamas, TLU, 2011 26
  • 27. The how level The How level addresses acting through an object on an operational, sensory-motor level Buttons pressed Knobs turned Menus navigated Touch screens stroked Remotes waggled The How is tied to the actual object to be designed and its context of use It is the typical realm of the interaction designer
 to make given functionality accessible in an aesthetically pleasing way. David Lamas, TLU, 2011 27
  • 28. (back to) The why level The Why aims to clarify the needs and emotions involved in an activity, the meaning, the experience Only then, it determines
 the functionality that is able to provide the experience (the What); and an appropriate way of putting the functionality to action (the How) David Lamas, TLU, 2011 28
  • 29. From the Why to the What and the How David Lamas, TLU, 2011 29 http://www.interaction-design.org/encyclopedia/user_experience_and_experience_design.html
  • 30. Design strategy David Lamas, TLU, 2011
  • 31. Design strategy Design strategy is the product and project planning that takes place at the beginning of a design process It is a combination of
 defining a vision for the end state of a project, and determining the tactics needed to execute that vision It is composed of: Framing the problem (or opportunity) to be addressed Determining key differentiators for the product to be design Visualizing and selling the strategy to the organization Creating a product roadmap and a project plan to achieve its goals David Lamas, TLU, 2011 31
  • 32. Design strategy Although design strategies are usually driven by business strategies The reverse can also happen After the success of the iPod, Apple Computer became just Apple when as it realized that its future was also in consumer electronics David Lamas, TLU, 2011 32
  • 33. Design strategy As it happens with design in general, a design strategy is usually achieve through a series of divergent and convergent steps, involving
 Research Observations Analysis And also
 Ideation Principles Refinement David Lamas, TLU, 2011 33 http://www.uxbooth.com/blog/concerning-fidelity-and-design/
  • 34. Design strategy But what is it exactly? Instead of letting a wish like “let’s design this new widget” drive a design process, making a design strategy explicit, allows questions like
 What should we be designing hat will meet our organization’s needs and the needs of our customers? How should that solution be manifest? As a widget or something else? 
determine how the design process should be driven David Lamas, TLU, 2011 34
  • 35. Common development lifecycles David Lamas, TLU, 2011
  • 36. Common development lifecycles A development lifecycle is a project management framework Current development lifecycles are the result of accumulated experience and best practices but should not, nevertheless, be dogmatically adopted Although not sole relevant project management frameworks, these two approaches are the predominant development lifecycles System development lifecycle, and Agile lifecycle David Lamas, TLU, 2011 36
  • 37. System development lifecycle This is a framework used to describe the process for building information systems It is intended to develop information systems in a very deliberate Structured, and methodical way David Lamas, TLU, 2011 37
  • 38. System development lifecycle David Lamas, TLU, 2011 38 http://www.justice.gov/jmd/irm/lifecycle/ch1.htm
  • 39. Agile development Agile development is based on an iterative and incremental approach Requirements and solutions evolve throughout the project by means of collaboration between self-organizing, cross-functional teams David Lamas, TLU, 2011 39 http://agilemanifesto.org/
  • 40. Agile development David Lamas, TLU, 2011 40 http://www.agilemodeling.com/
  • 41. Agile development David Lamas, TLU, 2011 41 http://www.agilemodeling.com/
  • 42. Agile development David Lamas, TLU, 2011 42 http://www.agilemodeling.com/
  • 43. Methods and techniques David Lamas, TLU, 2011
  • 44. Methods and techniques To finalize, we will just go over some of methods and techniques used when designing for new media These include
 Personas Scenarios Card sorting Prototyping Paper prototyping, wireframe prototyping, etc
 And many others
 David Lamas, TLU, 2011 44
  • 45. Personas A personais an artifact that consists of a narrative relating to a desired user or customer's daily behavior patterns
 using specific details, not generalities David Lamas, TLU, 2011 45
  • 46. Personas David Lamas, TLU, 2011 46
  • 47. Scenarios David Lamas, TLU, 2011 47
  • 48. Card sorting David Lamas, TLU, 2011 48
  • 49. Card sorting David Lamas, TLU, 2011 49
  • 50. Paper prototyping David Lamas, TLU, 2011 50
  • 51. Wireframe prototyping David Lamas, TLU, 2011 51
  • 52. And many others
 Methods for concept ideas Co-discovery Contextual Laddering Experiential Contextual Inquiry Methods for early prototypes Group-based expert walkthrough Immersion Perspective-Based Inspection Expert evaluation David Lamas, TLU, 2011 52
  • 53. Design issues and processes recap Design Interaction design Experience design Design strategy Development lifecycles Systems development lifecycle Agile lifecycle Methods and techniques David Lamas, TLU, 2011 53